Abstract
This paper reviews literature on soft innovation with a focus on soft innovation in the video game industry. A systematic review of books, reports and papers, in all 39 literary works form the bases of this paper. Four streams were identified from the literature - management, design, market and network. Based on the findings some key insights were made. The need for a holistic view of hard and soft innovation is necessary, the product becomes valuable only through experience, the market pressure increases the need for soft innovation, and networking increases knowledge, which generates intangible and tangible value.
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Jónasdóttir, H. (2018). Soft Innovation in the Video Game Industry. In: Rocha, Á., Adeli, H., Reis, L.P., Costanzo, S. (eds) Trends and Advances in Information Systems and Technologies. WorldCIST'18 2018. Advances in Intelligent Systems and Computing, vol 745. Springer, Cham. https://doi.org/10.1007/978-3-319-77703-0_3
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